Celebrim
Legend
Well, I'll concur with all the concurring voices.
In 1e and 2e AD&D, the barriers to making magic items were so high that most groups never made even a single item.
The barriers to making potions and scrolls were less high, but they imposed a fairly high burden in preparation and play on the DM to lead the players toward the conclusion that they could make potions, scrolls, and the like. As such, even if you desired to be a DM that empowered the players, the amount of effort required to produce recipes and organize quests around acquiring rare ingredients, and the fact that to a large extent this catered only to solo play during party 'down time' generally presented a hurdle even well intentioned groups wouldn't pass.
The barrier to the manufacture of permanent enchanted items was so high, it represented a huge disconnect between the relative abundance of magic items in even the most stingy magic-light campaign and what the demographics of the campaign suggested should exist. Moreover, there was an even more subtle issue of the relative abundance of magic items specifically geared to fighter classes that existed in the magic item tables, and the risks and costs the actual makers of magic items were incurring to make magic items. If the abundance of magic items for fighters was meant to maintain game balance, the simulation implied by the rules suggested that the vast majority of magic items would be items manufactured by very high level magic users for their own use, and magic baubles for fighters ought to be rarer.
This was always a source of discomfort for me as an AD&D DM, and I very much welcomed 3.0's reform as striking an excellent balance between availability and scarcity.
That said, I have always run a relative low magic campaign (compared to something like Forgotten Realms). By that I mean that though magic at some level may be pervasive, truly potent magic is extremely rare, and magic is not pervasive enough that it substitutes for technology (as for example in 'Harry Potter' or 'Disq World'). I've always been very skeptical of AD&D's balance of magic on the basis solely of dungeon crawling utility, and generally overlooking the economic impact of magic. As such, magic that has truly profound economic impact tends to be something that I nerf to one extent or another.
In 1e and 2e AD&D, the barriers to making magic items were so high that most groups never made even a single item.
The barriers to making potions and scrolls were less high, but they imposed a fairly high burden in preparation and play on the DM to lead the players toward the conclusion that they could make potions, scrolls, and the like. As such, even if you desired to be a DM that empowered the players, the amount of effort required to produce recipes and organize quests around acquiring rare ingredients, and the fact that to a large extent this catered only to solo play during party 'down time' generally presented a hurdle even well intentioned groups wouldn't pass.
The barrier to the manufacture of permanent enchanted items was so high, it represented a huge disconnect between the relative abundance of magic items in even the most stingy magic-light campaign and what the demographics of the campaign suggested should exist. Moreover, there was an even more subtle issue of the relative abundance of magic items specifically geared to fighter classes that existed in the magic item tables, and the risks and costs the actual makers of magic items were incurring to make magic items. If the abundance of magic items for fighters was meant to maintain game balance, the simulation implied by the rules suggested that the vast majority of magic items would be items manufactured by very high level magic users for their own use, and magic baubles for fighters ought to be rarer.
This was always a source of discomfort for me as an AD&D DM, and I very much welcomed 3.0's reform as striking an excellent balance between availability and scarcity.
That said, I have always run a relative low magic campaign (compared to something like Forgotten Realms). By that I mean that though magic at some level may be pervasive, truly potent magic is extremely rare, and magic is not pervasive enough that it substitutes for technology (as for example in 'Harry Potter' or 'Disq World'). I've always been very skeptical of AD&D's balance of magic on the basis solely of dungeon crawling utility, and generally overlooking the economic impact of magic. As such, magic that has truly profound economic impact tends to be something that I nerf to one extent or another.
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